After a set theme for the initial idealization, and some mechanics already clear, I want to talk about something that has been bugging me...
First things first, this is how I imagine the game without any theme:
You will have X cards on the center of the table, and the first one will always be showing. in The card you will see things that give you points, and the amount of points needed to win that...'challenge/quest', at the bottom of a card you will have some win/lose effects and things like that.
Every person will play together (I can imagine a lot of pvp and other things but for now, lets leave it a pure co-op) to get rid of that card, and they will play resources from they hand every turn. There will be restrictions like a player can only do a single task every turn, and resources used at tasks that did not complete are lost(not sure about this one).
Theses resources would be picked in the beginning of the game, as u will build a small deck for yourself like 10 A resources, 4 B resources, and a single C resource just in case someone need it.
And the thing is, I'm currently in doubt about how to go from there, because I'm not a fan of simple draw in a game where you need the right hand, and so I got these solutions:
A) Don't give a shit, do a normal deck+5 hand card+1 draw or hand fill/turn.
B) You can always pick what will be in your hand before a quest, but you have a limited hand size(I'm a fan of this one but i think it will stall the game that is supposed to go fast)
C) You pick your first hand, and always draw the first card of the deck, but when u rest at some location you can pick your hand again.
I think that's it.
I like to design something that resembles what a real life situation would be like as far as possible, in a situation like this, I think a mix of B and C would be the most accurate, think about it:
If you are in the woods, you have your backpack filled with supplies and tools, but in your hand/pocket you have a flashlight, and a chocolate. at any given time you know what you have, but they are not exactly at hand, you can always get them but not in a running or unexpected situation. If for some idiotic reason you suddenly caught fire...you have a water cam in your bag but you cannot immediately use it and end up getting at least a little burned. That's how I imagine it.
So I think that I'll go with C, but not only when u rest(there will be events where u can rest), but when you do things like beating a challenge with some free space (say 10 to a 5 difficulty challenge) you can also do that.
Next I'll talk about the major mechanics.